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      Jim Lunsford
        President
     Decisive-Point
   816-584-2882 (Direct)
   816-584-2883 (FAX)
jim@decisive-point.com
www.decisive-point.com

   © 2012 Decisive-Point, All rights reserved.
About Decisive-Point
•   Experts in the design, development, and use of serious games
•   One of the early pioneers in the industry; first game in 1990 (PC-based
    Tank Identification Game)
•   Broad experience in developing serious game solutions
•   Focus primarily on leadership and team development games
•   Developed several games for research purposes
•   In the last twelve years, the U.S Army alone has bought nine different
    games from us. We have also sold games to several of our allies.
•   Conduct organizational leadership and team training using a game
    about the Lewis and Clark Expedition
•   It’s a passion as well as a profession!




                               © 2008 Decisive-Point, All rights reserved.
Why Use Serious Games?
A “good” serious game can help facilitate quality experiential learning to
overcome the following instructional challenges:
•    Theory and abstract ideas are difficult to learn and assess using
     traditional teaching methods. Yet, much of what we learn as we
     advance in school is theory and abstract ideas.
•    The human mind is limited in its ability to visualize dynamic events or
     solve problems involving more than a few number of variables
•    Inability of students to link cause and effect
•    Lack of adequate opportunity to practice key cognitive skills across a
     wide range of situations
•    The inability to teach many topics above the
     “Understand” and “Remember” levels of Bloom’s
     Taxonomy with acceptable results.

                              © 2012 Decisive-Point, All rights reserved.
The Future of Serious Games
•    Serious games will become ubiquitous and use will not always be
     positive
•    Use will EXPLODE,
               DROP because of…
                •   Poor design                                              •   Organizational resistance
                •   Improper implementation                                  •   Unrealistic expectations
                •   Teacher resistance                                       •   Cost limitations
                •   Sub-standard instruction                                 •   Misguided goals
                    and RISE AGAIN… we hope!
•    “Adaptive Teachers” will become the new requirement
•    Security requirements restricting game use will become more prevalent
•    Games integrated with LMS and supported by ITS will become much
     more prevalent.
•    Experiential learning conducted as homework, results discussed in class
•    Content creation by users will be the norm
                               © 2012 Decisive-Point, All rights reserved.

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"Serious Games, Serious Learning" By Jim Lunsford - Serious Play Conference 2012

  • 1. ® Jim Lunsford President Decisive-Point 816-584-2882 (Direct) 816-584-2883 (FAX) jim@decisive-point.com www.decisive-point.com © 2012 Decisive-Point, All rights reserved.
  • 2. About Decisive-Point • Experts in the design, development, and use of serious games • One of the early pioneers in the industry; first game in 1990 (PC-based Tank Identification Game) • Broad experience in developing serious game solutions • Focus primarily on leadership and team development games • Developed several games for research purposes • In the last twelve years, the U.S Army alone has bought nine different games from us. We have also sold games to several of our allies. • Conduct organizational leadership and team training using a game about the Lewis and Clark Expedition • It’s a passion as well as a profession! © 2008 Decisive-Point, All rights reserved.
  • 3. Why Use Serious Games? A “good” serious game can help facilitate quality experiential learning to overcome the following instructional challenges: • Theory and abstract ideas are difficult to learn and assess using traditional teaching methods. Yet, much of what we learn as we advance in school is theory and abstract ideas. • The human mind is limited in its ability to visualize dynamic events or solve problems involving more than a few number of variables • Inability of students to link cause and effect • Lack of adequate opportunity to practice key cognitive skills across a wide range of situations • The inability to teach many topics above the “Understand” and “Remember” levels of Bloom’s Taxonomy with acceptable results. © 2012 Decisive-Point, All rights reserved.
  • 4. The Future of Serious Games • Serious games will become ubiquitous and use will not always be positive • Use will EXPLODE, DROP because of… • Poor design • Organizational resistance • Improper implementation • Unrealistic expectations • Teacher resistance • Cost limitations • Sub-standard instruction • Misguided goals and RISE AGAIN… we hope! • “Adaptive Teachers” will become the new requirement • Security requirements restricting game use will become more prevalent • Games integrated with LMS and supported by ITS will become much more prevalent. • Experiential learning conducted as homework, results discussed in class • Content creation by users will be the norm © 2012 Decisive-Point, All rights reserved.